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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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93 lines
2.5 KiB
C++
93 lines
2.5 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "stdpch.h"
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//#include "nel/3d/material_user.h"
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#include "nel/misc/geom_ext.h"
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#include "nel/misc/debug.h"
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#include "graphic.h"
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// ***************************************************************************
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void drawBitmapTiled ( NL3D::UDriver * /* driver */, float /* x */, float /* y */, float /* width */, float /* height */, uint32 /* windowWidth */, uint32 /* windowHeight */, NL3D::UTextureFile & /* texture */, uint32 /* textureWidth */, uint32 /* textureHeight */, bool /* blend */, NLMISC::CRGBA /* col */)
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{
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// Sorry for this. (Hulud) :)
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/* nlassert( driver );
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NL3D::CMaterialUser material;
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material.setTexture(&texture);
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material.setColor(col);
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material.setBlend(blend);
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NLMISC::CQuadUV quad;
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quad.V0.set(x,y,0);
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quad.V1.set(x+width,y,0);
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quad.V2.set(x+width,y+height,0);
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quad.V3.set(x,y+height,0);
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if ( textureWidth !=0 && textureHeight != 0 )
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{
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// compute values (control size in pixels / texture size in pixels)
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const float controlW = windowWidth * width;
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const float controlH = windowHeight * height;
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if (controlH > textureHeight)
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{
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quad.Uv0.U= 0.f;
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quad.Uv0.V= controlH / textureHeight + 1.0f;
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quad.Uv1.U= controlW / textureWidth;
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quad.Uv1.V= quad.Uv0.V;
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quad.Uv2.U= quad.Uv1.U ;
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quad.Uv2.V= quad.Uv0.V - float( (int)(quad.Uv0.V) );
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quad.Uv3.U= 0.f;
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quad.Uv3.V= quad.Uv2.V;
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}
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else
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{
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quad.Uv0.U= 0.0f;
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quad.Uv0.V= 1.0f;
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quad.Uv1.U= controlW / textureWidth;
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quad.Uv1.V= quad.Uv0.V;
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quad.Uv2.U= quad.Uv1.U ;
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quad.Uv2.V= 1.0f - controlH / textureHeight ;
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quad.Uv3.U= 0.f;
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quad.Uv3.V= quad.Uv2.V;
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}
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}
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else
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{
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quad.Uv0.U= 0.f;
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quad.Uv0.V= 1.f;
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quad.Uv1.U= 1.f;
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quad.Uv1.V= 1.f;
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quad.Uv2.U= 1.f;
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quad.Uv2.V= 0.f;
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quad.Uv3.U= 0.f;
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quad.Uv3.V= 0.f;
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}
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driver->drawQuad(quad, material);*/
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}
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